Add reverse engineered functions: parseReportString, autoDFAnnouncement, recenterViewscreen, and pauseRecenter.
Add versions of autoDFAnnouncement that don't take a report_init struct and that log unprinted announcements.
Add utility functions: recent_report, recent_report_any, delete_old_reports, and check_repeat_report.
* Add functions reverse-engineered from ambushing unit code
* Fix whitespace
* Fix debug_showambush check
* Remove getOuterContainerRef from Lua API
Don't think this works properly without allocating a new specific_ref. More trouble that it's worth.
* Fixed tile visibility check
* I don't think gamemode or gametype are ever NULL
* Minor tweaks to documentation
* Reimplement getOuterContainerRef for Lua; fix some comments
* Update Units.cpp and changelog
* Update Units.cpp
* Update changelog.txt
My understanding is that iterators (.begin()/end()) are slightly faster with
pre-increment instead of post. Something about avoiding a copy if I recall correctly.
I replaced all `([:alpha:]+)\+\+` with `++$1` so non-iterators were switched as well - luckily there is no impact to pre/post aside from with iterators.
- handler freq now works on an individual handler basis (set to 0 to fire as frequently as possible)
- tick events no longer need to be re-registered after every eventful tick
Fixes#1803
Running a command that created a new screen would previously result in a screen
order that looked like this, due to how `Screen::Hide` works:
- DF screen
- `command-prompt` screen (dismissed)
- New screen
The `command-prompt` screen remained on the stack until the new screen was
dismissed, so it would intercept viewscreen vmethod calls intended for the
DF screen.
This change adds a new behavior to `Screen::Hide` that results in this screen
order after running a command:
- DF screen
- New screen
- `command-prompt` screen (dismissed) - DF removes this screen immediately
this allows callers of Buildings::setSize() to "pre-initialize" the
extents to declare non-rectangular structures. this allows quickfort to
create non-rectangular stockpiles, farm plots, zones, etc. the extents
are still reset as before if the size of the building doesn't match the
caller's expectations.
this commit also fixes a memory leak when setSize() allocates memory for
extents, but the memory is not deallocated if the building is ultimately
invalid for some reason.